Soon to come: Open source texture painter

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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Chris Jones
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Post by Chris Jones »

erm, ok, thats weird

waving the mouse around stops it from crashing :S
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Post by centipede »

The only place in the source where I use the rotten TGA reader is during preparation of the GUI skin, and since the GUI graphics is the only stuff that is actually sour perhaps the problem could be solved by using DevIL for loading themefiles.

I'll post some new code tonight.

Also I will be postponing 0.0.4 until various small things have been fixed, such as better shutdown.
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Post by centipede »

This package here may start up a little better. Jacmoe, I get the string exceptions too - probably related to dirty shutdown - so it shouldn't be too hard to get rid of them.

http://artcamilla.dk/centipede/bughunt/bugcircus8.zip

Please note, that the theme files have changed (from .tga to .png otherwise DevIL wouldn't cope). So be careful when mixing things.

I removed the no-shader version as people seemed to be ok with the shaded one. Ask if you want a non-shader .exe compiled.
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Post by jacmoe »

What do you want me to do with it? :mrgreen:

<edit>
OK. I ran it.
Nice startup without the need for frantic mouse movement. No exceptions, ever. :)
Smooth painting of the cube.
Although the cube is not rotating real-time, it is easier to control it.
Nice! :)
</edit>

<edit_again>
I hope the switch to DevIL fixes the ugly interface rendering @Slicky's. :wink:
</edit_again>
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IFASS
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Post by IFASS »

Yup, it's getting better and better ^_^

(btw.. i think the output has stretched UV's...)
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Post by Slicky »

Nope window rendering is still unreadable using the 2/27 9:33pm exe.

edit: fyi the program starts windowed. Even if I toggle it to full screen it doesn't seem to fill the maximized window. I am running my desktop at 1920x1200
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Post by centipede »

Sorry for the silence, I have a total of 5 hours of busrides per day and I'm already starting to get a low immune defense from not working on REAL things :shock:

@ people with slow updates (both nvidia and ati):
Found something on the opengl.org forums about performance drops if AntiAliasing is turned on. On some (older) systems it seems to take a big hit on functions like glCopyPixels. E.g.

Code: Select all

Radeon 9600 Pro results.

No FSAA:
glCopyPixels 867
glDrawPixels 51
glReadPixels 104

4X:
glCopyPixels 59
glDrawPixels 51
glReadPixels 39

6X:
glCopyPixels 60
glDrawPixels 51
glReadPixels 39

Catalyst 4.10.
Could you tell me if you have AA turned on in some kind of driver control panel?

EDIT: Testresults on my system with this program by Adrian on OpenGL.org: www.adrian.lark.btinternet.co.uk/GLBench.htm

Code: Select all

No FSAA:
       glCopyPixels 2793
       glDrawPixels 790
       glReadPixels 167
  glReadPixels(PDR) 194

FSAA 8xS:
       glCopyPixels 0
       glDrawPixels 813
       glReadPixels 16
  glReadPixels(PDR) 16
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Post by centipede »

0.0.4: Undo/redo + face selection

http://artcamilla.dk/centipede/insects/ ... -0.0.4.zip

Needs testing 8)

Did anybody read the posting above this one? I'm not investigation further in on the slowness problem before people can confirm that they have antialias switched off (i.e. the control panels "let the program decide" option)
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Post by Slicky »

I see triangles on the cube but can't draw on it.
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Post by centipede »

Space: Toggle between face-selection and draw mode. Ctrl-Z and Ctrl-Y are the undo/redo buttons.

Please read the README file. It contains a short manual. Files that are being maintained:
http://artcamilla.dk/centipede/insects/README.TXT
http://artcamilla.dk/centipede/insects/NEWS.TXT
http://artcamilla.dk/centipede/insects/TODO.TXT
http://artcamilla.dk/centipede/insects/AUTHORS.TXT
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Post by IFASS »

Ok, my experience so far:

- It's still really slow.. i've turned off all AA options of my drivers.. but still the same speed (maybe add a little fps counter in the corner?)
Also.. this system isn't quite old, it runs a Ati X850Pro on a Amd64 3200+, windows xp (32bit) with 1gig ram.

- Selecting faces works, however, when deselecting all of them, i cannot paint anymore on the surface. (edit: nm, i can't paint anyway on the surface, only after having selected a face.)

Ctrl+X works here as undo.. redo doesn't seem to work here.

and the log:

Code: Select all

Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_wet2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_editshader_v+f.glsl:
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_actshader_v+f.glsl:
Warning: built-in varying gl_TexCoord[0] has mismatched access semantics between the vertex and fragment shader
Warning: varying tangentS is written to in the vertex shader but not read in the fragment shader.
Warning: varying tangentT is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
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Post by centipede »

That is so ODD?!?! Try this exe, use only these keys: Space, Control+Z, Control+Y and in that order. Post the log and I can see what happens in the input system. Odd odd odd. http://artcamilla.dk/centipede/bughunt/bugcocci1.exe

I've seen the program on an ATI X14000 (or whatever, laptop) and it crawled so slow. I believe your statements, just had to make sure it wasn't AA or anisotropic filtering.
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Post by centipede »

IFASS and Slicky, could you run this program and save the results?

http://artcamilla.dk/centipede/bughunt/glinfo2.zip

Also please try this exe. No change except it sets the pixelformat to use 32-bit instead of 24 bits. I take it your desktop resolution is 32 bits, right?

http://artcamilla.dk/centipede/bughunt/bugcocci2.exe

EDIT: ... And thank you for the help! Do you want your real names in the credit list or just your handles?
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Post by jacmoe »

Both binaries are OK on my computer. :)

I think the new select before painting is cumbersome, but it works. :wink:
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Post by centipede »

I tried painting on a few models of just modest complexity, and there's no doubt that I have to have a way of making sure the paint stays where it is intended to do. But there are definitely other ways, though they tend to be much more advanced. For instance if the user starts to paint on a given face and moves the mouse, the editor should 1) turn the object to make sure the brush always face directly into the surface, and 2) only allow painting on faces that are directly connected to one that has just been touched. That way you avoid "missing" the stem of a high tree and splatter leaves on the ground.
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Post by IFASS »

No difference noticed between bugcocci1 and 2.

Bugcocci1 with following order:
(Space, Control+Z, Control+Y)

Code: Select all

Wet-layer FB: 2
Dry-layer FB: 3
common/utility/coccinella_toolcombine_wet1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_wet2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry1.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_toolcombine_dry2.glsl:
 Link successful. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_editshader_v+f.glsl:
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
common/utility/coccinella_default_actshader_v+f.glsl:
Warning: built-in varying gl_TexCoord[0] has mismatched access semantics between the vertex and fragment shader
Warning: varying tangentS is written to in the vertex shader but not read in the fragment shader.
Warning: varying tangentT is written to in the vertex shader but not read in the fragment shader.
 Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
WM_KEYDOWN: 32 => 116
WM_KEYDOWN: 32 => 116
WM_KEYDOWN: 17 => 0
WM_KEYDOWN: 90 => 25
WM_KEYDOWN: 17 => 0
WM_KEYDOWN: 90 => 25
WM_KEYDOWN: 17 => 0
WM_KEYDOWN: 89 => 24
WM_KEYDOWN: 89 => 24
WM_KEYDOWN: 17 => 0

GLINFO Report

Code: Select all

   	
GLinfo report
	 
Driver info
Driver version 	6.14.10.5646
Vendor 	ATI Technologies Inc.
Renderer 	RADEON X800 GTO x86/MMX/3DNow!/SSE2
OpenGL version 	2.0.5646 WinXP Release

Extension lists
Extensions 	GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
GL_ATI_draw_buffers
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_NV_blend_square
GL_NV_occlusion_query
GL_NV_texgen_reflection
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SGI_color_matrix
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_extensions_string
WGL_EXT_swap_control
WGL extensions 	WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_ATI_render_texture_rectangle
WGL_EXT_extensions_string
WGL_EXT_swap_control

Implementation specifics
Various limitations 	
Max. texture size 	2048 x 2048
Max. number of light sources 	8
Max. number of clipping planes 	6
Max. pixel map table size 	65536
Max. display list nesting level 	64
Max. evaluator order 	30
Point size range 	1.000 to 64.000
Point size granularity 	0.125
Line width range 	1.000 to 64.000
Line width granularity 	0.125
Maximum stack depths 	
Modelview matrix stack 	32
Projection matrix stack 	10
Texture matrix stack 	10
Name stack 	128
Attribute stack 	16
Framebuffer properties 	
Sub-pixel precision bits 	4
Max. viewport size 	4096 x 4096
Number of auxiliary buffers 	0

Extension specifics
ARB_multitexture 	
Texture units 	8
ARB_texture_compression 	
Supported formats 	DXT1 RGB DXT1 RGBA DXT3 RGBA DXT5 RGBA Unknown
Texture_cube_map 	
Max. cube map texture size 	2048
EXT_texture_filter_anisotropic 	
Max. anisotropy 	16
Texture3D 	
Max. 3D texture size 	2048 x 2048 x 2048
Texture_rectangle 	
Max. texture rectangle size 	2048 x 2048
DrawRangeElements 	
Max. recommended index count 	65535
Max. recommended vertex count 	2147483647
NV_occlusion_query 	
Pixel counter bits 	32
ARB_occlusion_query 	
Query counter bits 	32
EXT_vertex_shader 	
Max. instructions 	65535
Max. variants 	32
Max. invariants 	65535
Max. local constants 	65535
Max. locals 	65535
Max. optimized variants 	16
Max. optimized invariants 	256
Max. optimized local constants 	256
Max. optimized locals 	32
ATI_envmap_bumpmap 	
Bump texture units 	32
ARB_vertex_program 	
Max. instructions 	65535
Max. native instructions 	256
Max. temporaries 	65535
Max. native temporaries 	32
Max. parameters 	256
Max. native parameters 	256
Max. attribs 	32
Max. native attribs 	16
Max. address registers 	1
Max. native address registers 	1
Max. local parameters 	256
Max. env. parameters 	256
Max. vertex attribs 	32
Max. matrices 	32
Max. matrix stack depth 	16
ARB_shading_language_100 	
Shading language version 	1.10
ARB_fragment_program 	
Max. texture coords 	8
Max. texture image units 	16
Max. env. parameters 	64
Max. local parameters 	64
Max. matrices 	32
Max. matrix stack depth 	16
Max. instructions 	1536
Max. ALU instructions 	1024
Max. texture instructions 	512
Max. texture indirections 	511
Max. temporaries 	128
Max. parameters 	64
Max. attribs 	10
Max. native instructions 	1024
Max. native ALU instructions 	512
Max. native texture instructions 	512
Max. native texture indirections 	4
Max. native temporaries 	64
Max. native parameters 	64
Max. native attribs 	10
ARB_vertex_shader 	
Max. vertex attribs 	32
Max. uniform vertex components 	4096
Max. varying floats 	44
Max. combined tex. image units 	16
Max. vertex tex. image units 	0
Max. tex. image units 	16
Max. texture coords 	8
ARB_fragment_shader 	
Max. uniform fragment components 	4096
Max. tex. image units 	16
Max. texture coords 	8
Draw_buffers 	
Max. draw buffers 	4
EXT_framebuffer_object 	
Max. renderbuffer size 	2048
Ow, and for putting names in credits, this might be a good idea:
name 'nick' last name (e.g.: John 'ranger' Doe )
Which would be in my case:

Wilbert 'IFASS' van de Ridder
Last edited by IFASS on Sun Mar 05, 2006 11:03 pm, edited 1 time in total.
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Post by Slicky »

centipede wrote:IFASS and Slicky, could you run this program and save the results?
GLinfo report

Driver info
Driver version 6.14.10.5646
Vendor ATI Technologies Inc.
Renderer RADEON X800 GTO x86/SSE2
OpenGL version 2.0.5646 WinXP Release

Extension lists
Extensions GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
GL_ATI_draw_buffers
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_NV_blend_square
GL_NV_occlusion_query
GL_NV_texgen_reflection
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SGI_color_matrix
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_extensions_string
WGL_EXT_swap_control

WGL extensions WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_ATI_render_texture_rectangle
WGL_EXT_extensions_string
WGL_EXT_swap_control

Implementation specifics
Various limitations Max. texture size 2048 x 2048
Max. number of light sources 8
Max. number of clipping planes 6
Max. pixel map table size 65536
Max. display list nesting level 64
Max. evaluator order 30
Point size range 1.000 to 64.000
Point size granularity 0.125
Line width range 1.000 to 64.000
Line width granularity 0.125

Maximum stack depths Modelview matrix stack 32
Projection matrix stack 10
Texture matrix stack 10
Name stack 128
Attribute stack 16

Framebuffer properties Sub-pixel precision bits 4
Max. viewport size 4096 x 4096
Number of auxiliary buffers 0


Extension specifics
ARB_multitexture Texture units 8

ARB_texture_compression Supported formats DXT1 RGB DXT1 RGBA DXT3 RGBA DXT5 RGBA Unknown

Texture_cube_map Max. cube map texture size 2048

EXT_texture_filter_anisotropic Max. anisotropy 16

Texture3D Max. 3D texture size 2048 x 2048 x 2048

Texture_rectangle Max. texture rectangle size 2048 x 2048

DrawRangeElements Max. recommended index count 65535
Max. recommended vertex count 2147483647

NV_occlusion_query Pixel counter bits 32

ARB_occlusion_query Query counter bits 32

EXT_vertex_shader Max. instructions 65535
Max. variants 32
Max. invariants 65535
Max. local constants 65535
Max. locals 65535
Max. optimized variants 16
Max. optimized invariants 256
Max. optimized local constants 256
Max. optimized locals 32

ATI_envmap_bumpmap Bump texture units 32

ARB_vertex_program Max. instructions 65535
Max. native instructions 256
Max. temporaries 65535
Max. native temporaries 32
Max. parameters 256
Max. native parameters 256
Max. attribs 32
Max. native attribs 16
Max. address registers 1
Max. native address registers 1
Max. local parameters 256
Max. env. parameters 256
Max. vertex attribs 32
Max. matrices 32
Max. matrix stack depth 16

ARB_shading_language_100 Shading language version 1.10

ARB_fragment_program Max. texture coords 8
Max. texture image units 16
Max. env. parameters 64
Max. local parameters 64
Max. matrices 32
Max. matrix stack depth 16
Max. instructions 1536
Max. ALU instructions 1024
Max. texture instructions 512
Max. texture indirections 511
Max. temporaries 128
Max. parameters 64
Max. attribs 10
Max. native instructions 1024
Max. native ALU instructions 512
Max. native texture instructions 512
Max. native texture indirections 4
Max. native temporaries 64
Max. native parameters 64
Max. native attribs 10

ARB_vertex_shader Max. vertex attribs 32
Max. uniform vertex components 4096
Max. varying floats 44
Max. combined tex. image units 16
Max. vertex tex. image units 0
Max. tex. image units 16
Max. texture coords 8

ARB_fragment_shader Max. uniform fragment components 4096
Max. tex. image units 16
Max. texture coords 8

Draw_buffers Max. draw buffers 4

EXT_framebuffer_object Max. renderbuffer size 2048



Generated by GLinfo version 2.7 for Win32 on 2006/03/05.
Written by Tom Nuydens
For information, visit http://www.delphi3d.net
As far as credits glad i can help. Use my real name Stuart Graves.
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Post by Slicky »

centipede wrote: Also please try this exe. No change except it sets the pixelformat to use 32-bit instead of 24 bits. I take it your desktop resolution is 32 bits, right?
This version works but the selection of a side/triangle seems to take 2-3 seconds and rotation is very slow.

I'm not sure if a normal selection is a triangle. It seemed that sometimes I had a square side selected.

My desktop is 32bit.
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Post by centipede »

I think I can borrow an ATI 9550 soon. Hopefully I can reproduce the problems people have.
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Post by centipede »

On monday I will get the aforementioned board for direct testing. Seems most ATI systems has the same issues.

Next feature being focussed on is the possibility of working on multiple objects in one scene which brings me to the question of whether the DOT-SCENE format is still in use. If memory serves me, there are two utterly different dot-scenes: An XML file with names and positions of scene nodes, and the newer octree-like thing. Is this all wrong?

So, if you would recommend a good format for complete scenes (it's okay to spread the information across several files), could dot-scene be it? Will it work with the Blender exporter?

I think this very same problem will also be relevant when it comes to materials. I have prepared for a multi-layer (hierachical layer actually) material system where you can actually move the individual layers about. I doubt there is any suitable format for expressing this, but please utter your knowledge about such matters.

P.S.: This will not develop into a scene editor - already good ones around, I believe.
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Post by IFASS »

Painting on complete scenes would be great for example painting roads.

DotScene.. look at yake.org , afaik that one is most used.
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Post by centipede »

Good. Looks safe to conclude that the hierachichal dot-scene format is still going strong.

About multilayered materials: If a material script with multiple passes is interpreted as an image with several layers, then perhaps that fileformat could be used to describe multilayered textures, but ofcourse not hierachical ones, i.e.

Code: Select all

Image                                    
  |                                      
  +------- Layer1                        
  |          +------ Layer1.1            
  |          +------ Layer1.2            
  +------- Layer2
However, I doubt that it is possible to position the layers independently. That would require each pass to use it's own texture coordinates.
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Post by centipede »

Look at me, I'm driving ATI, woooiii :D
..And oups, slowness problem is fixed. I REALLY REALLY REALLY REALLY got to remember to keep away from non-power-of-two textures, both as a render target and source. It was the gui theme texture that slowed things down. Resizing from 800x1000 worked like magic. There's still a few odd-size textures left here and there, but to begin with, this will do.

http://artcamilla.dk/centipede/insects/ ... -0.0.4.zip

Hopefully I can borrow this ATI Radeon 9600 (9550?) for a little while further. Seems like an appropriate choice for developing things.
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Post by IFASS »

centipede wrote:Look at me, I'm driving ATI, woooiii :D
..And oups, slowness problem is fixed. I REALLY REALLY REALLY REALLY got to remember to keep away from non-power-of-two textures, both as a render target and source. It was the gui theme texture that slowed things down. Resizing from 800x1000 worked like magic. There's still a few odd-size textures left here and there, but to begin with, this will do.
Haha, you gotta be kidding me :D
Nice you solved it though ;)

Edit:
Wow.. it works really great now!
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Post by jacmoe »

Wow! This is fast! This is real-time! Great job, centipede! :D

I do get some rendering artifacts which is really difficult to show on screenshots.
I will make a movie tomorrow evening using Fraps to show you how it looks. :wink:
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